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It's gonna be amusing to see dragoons attempting to get through a narrow spot or down a ramp in glorious HD graphics.
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If it's 20$ I would buy in an instant but 30+ dunno about that.
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On March 26 2017 15:28 rand0MPrecisi0n wrote:Show nested quote +On March 26 2017 15:25 jy_9876543210 wrote:On March 26 2017 15:10 JungleTerrain wrote:On March 26 2017 15:02 SCC-Faust wrote:On March 26 2017 14:59 jy_9876543210 wrote:On March 26 2017 14:38 SCC-Faust wrote:On March 26 2017 14:37 jy_9876543210 wrote: Does newly made workers gather mineral/gas automatically? Can you select any number of units? or still 12?
Not interested if these mechanisms doesn't change. Maybe there'll be people saying "that is part of the game, it requires more micro, that's what makes it great." Alright, why don't they change the max number of units you can select to 1? That requires even more micro. GLHF. Stick to simple games that you can manage buddy. Although there were limitations in what you could originally do in Starcraft, it also at the same time speaks to its balance. This would not be the same game if a Zerg player could select all their units at once. Whatever. When I play a strategy game, I don't want action games mixed in it. There are people enjoy repeating the same thing over and over again, but most people are bored by it. Cool dude. I am not knocking what you enjoy but you're preaching to deaf ears if you come and complain in a topic about Brood War because most people here aren't bored by it. People don't realize that the limited user interface is actually part of the balance of the game. Imagine if you could select more than 12 units... do you know how much this would break muta micro? Or any type of air unit stacking. Having like 50 air units stacked, imagine that. I'm pretty aware of it. I've seen it in SC2, too. Zerg used to have auto injection for queen, but people complained that it's too strong, it was removed later. Personally I believe it's a really stupid idea to increase necessary mechanical movements to nerf a race. The game mechanism is one thing, balance is another thing. The "action" requirement of the game should be made minimum, because it's a strategy game after all, not an action game. In an action game, of course you can do that. If a character is too strong, you just make it more difficult to use to balance the game. It's a real-time strategy game. The type of game you seem more interested in are turn-based strategy games, like Civlization
You don't see what I'm saying. If newly made workers gather mineral/gas automatically, does it become a turn-based game? If you can select more than 12 units, does it become a turn-based game?
It's still a RTS game, just more strategy focused, less action focused, and nothing changes for real-time.
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ALLEYCAT BLUES49776 Posts
On March 26 2017 15:34 jy_9876543210 wrote:Show nested quote +On March 26 2017 15:28 rand0MPrecisi0n wrote:On March 26 2017 15:25 jy_9876543210 wrote:On March 26 2017 15:10 JungleTerrain wrote:On March 26 2017 15:02 SCC-Faust wrote:On March 26 2017 14:59 jy_9876543210 wrote:On March 26 2017 14:38 SCC-Faust wrote:On March 26 2017 14:37 jy_9876543210 wrote: Does newly made workers gather mineral/gas automatically? Can you select any number of units? or still 12?
Not interested if these mechanisms doesn't change. Maybe there'll be people saying "that is part of the game, it requires more micro, that's what makes it great." Alright, why don't they change the max number of units you can select to 1? That requires even more micro. GLHF. Stick to simple games that you can manage buddy. Although there were limitations in what you could originally do in Starcraft, it also at the same time speaks to its balance. This would not be the same game if a Zerg player could select all their units at once. Whatever. When I play a strategy game, I don't want action games mixed in it. There are people enjoy repeating the same thing over and over again, but most people are bored by it. Cool dude. I am not knocking what you enjoy but you're preaching to deaf ears if you come and complain in a topic about Brood War because most people here aren't bored by it. People don't realize that the limited user interface is actually part of the balance of the game. Imagine if you could select more than 12 units... do you know how much this would break muta micro? Or any type of air unit stacking. Having like 50 air units stacked, imagine that. I'm pretty aware of it. I've seen it in SC2, too. Zerg used to have auto injection for queen, but people complained that it's too strong, it was removed later. Personally I believe it's a really stupid idea to increase necessary mechanical movements to nerf a race. The game mechanism is one thing, balance is another thing. The "action" requirement of the game should be made minimum, because it's a strategy game after all, not an action game. In an action game, of course you can do that. If a character is too strong, you just make it more difficult to use to balance the game. It's a real-time strategy game. The type of game you seem more interested in are turn-based strategy games, like Civlization You don't see what I'm saying. If newly made workers gather mineral/gas automatically, does it become a turn-based game? If you can select more than 12 units, does it become a turn-based game?
12 unit selection was a Design Decision made way back then not a technical limitation.
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So basically what happens to SC2? They pretty much dropped the ball, but are they out right just leave it there?
I'm sure Korea will just go straight back to SC1, but the future of SC2 is looking grim, if not sealed its fate.
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On March 26 2017 15:35 BLinD-RawR wrote:Show nested quote +On March 26 2017 15:34 jy_9876543210 wrote:On March 26 2017 15:28 rand0MPrecisi0n wrote:On March 26 2017 15:25 jy_9876543210 wrote:On March 26 2017 15:10 JungleTerrain wrote:On March 26 2017 15:02 SCC-Faust wrote:On March 26 2017 14:59 jy_9876543210 wrote:On March 26 2017 14:38 SCC-Faust wrote:On March 26 2017 14:37 jy_9876543210 wrote: Does newly made workers gather mineral/gas automatically? Can you select any number of units? or still 12?
Not interested if these mechanisms doesn't change. Maybe there'll be people saying "that is part of the game, it requires more micro, that's what makes it great." Alright, why don't they change the max number of units you can select to 1? That requires even more micro. GLHF. Stick to simple games that you can manage buddy. Although there were limitations in what you could originally do in Starcraft, it also at the same time speaks to its balance. This would not be the same game if a Zerg player could select all their units at once. Whatever. When I play a strategy game, I don't want action games mixed in it. There are people enjoy repeating the same thing over and over again, but most people are bored by it. Cool dude. I am not knocking what you enjoy but you're preaching to deaf ears if you come and complain in a topic about Brood War because most people here aren't bored by it. People don't realize that the limited user interface is actually part of the balance of the game. Imagine if you could select more than 12 units... do you know how much this would break muta micro? Or any type of air unit stacking. Having like 50 air units stacked, imagine that. I'm pretty aware of it. I've seen it in SC2, too. Zerg used to have auto injection for queen, but people complained that it's too strong, it was removed later. Personally I believe it's a really stupid idea to increase necessary mechanical movements to nerf a race. The game mechanism is one thing, balance is another thing. The "action" requirement of the game should be made minimum, because it's a strategy game after all, not an action game. In an action game, of course you can do that. If a character is too strong, you just make it more difficult to use to balance the game. It's a real-time strategy game. The type of game you seem more interested in are turn-based strategy games, like Civlization You don't see what I'm saying. If newly made workers gather mineral/gas automatically, does it become a turn-based game? If you can select more than 12 units, does it become a turn-based game? 12 unit selection was a Design Decision made way back then not a technical limitation.
Yup. One that SC2 ppl can't seem to understand. 
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On March 26 2017 15:35 BLinD-RawR wrote:Show nested quote +On March 26 2017 15:34 jy_9876543210 wrote:On March 26 2017 15:28 rand0MPrecisi0n wrote:On March 26 2017 15:25 jy_9876543210 wrote:On March 26 2017 15:10 JungleTerrain wrote:On March 26 2017 15:02 SCC-Faust wrote:On March 26 2017 14:59 jy_9876543210 wrote:On March 26 2017 14:38 SCC-Faust wrote:On March 26 2017 14:37 jy_9876543210 wrote: Does newly made workers gather mineral/gas automatically? Can you select any number of units? or still 12?
Not interested if these mechanisms doesn't change. Maybe there'll be people saying "that is part of the game, it requires more micro, that's what makes it great." Alright, why don't they change the max number of units you can select to 1? That requires even more micro. GLHF. Stick to simple games that you can manage buddy. Although there were limitations in what you could originally do in Starcraft, it also at the same time speaks to its balance. This would not be the same game if a Zerg player could select all their units at once. Whatever. When I play a strategy game, I don't want action games mixed in it. There are people enjoy repeating the same thing over and over again, but most people are bored by it. Cool dude. I am not knocking what you enjoy but you're preaching to deaf ears if you come and complain in a topic about Brood War because most people here aren't bored by it. People don't realize that the limited user interface is actually part of the balance of the game. Imagine if you could select more than 12 units... do you know how much this would break muta micro? Or any type of air unit stacking. Having like 50 air units stacked, imagine that. I'm pretty aware of it. I've seen it in SC2, too. Zerg used to have auto injection for queen, but people complained that it's too strong, it was removed later. Personally I believe it's a really stupid idea to increase necessary mechanical movements to nerf a race. The game mechanism is one thing, balance is another thing. The "action" requirement of the game should be made minimum, because it's a strategy game after all, not an action game. In an action game, of course you can do that. If a character is too strong, you just make it more difficult to use to balance the game. It's a real-time strategy game. The type of game you seem more interested in are turn-based strategy games, like Civlization You don't see what I'm saying. If newly made workers gather mineral/gas automatically, does it become a turn-based game? If you can select more than 12 units, does it become a turn-based game? 12 unit selection was a Design Decision made way back then not a technical limitation. also the Starcraft beta had multiple building selection.
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ALLEYCAT BLUES49776 Posts
On March 26 2017 15:36 Ravness wrote: So basically what happens to SC2? They pretty much dropped the ball, but are they out right just leave it there?
I'm sure Korea will just go straight back to SC1, but the future of SC2 is looking grim, if not sealed its fate.
SC2 will be fine, Blizzard isn't dropping support.
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On March 26 2017 15:36 Ravness wrote: So basically what happens to SC2? They pretty much dropped the ball, but are they out right just leave it there?
I'm sure Korea will just go straight back to SC1, but the future of SC2 is looking grim, if not sealed its fate. We still got the war chest with all its cosmetics, and we also have new co-op missions and commanders. It's pretty casual stuff, but I believe SC:R and SC2 were developed by separate teams so either SC2 gets content or its own team may be working on another release entirely.
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On March 26 2017 15:27 lichter wrote: My only complaint is they all look like they just came from a car wash.
Not the probe for sure....
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On March 26 2017 15:35 BLinD-RawR wrote:Show nested quote +On March 26 2017 15:34 jy_9876543210 wrote:On March 26 2017 15:28 rand0MPrecisi0n wrote:On March 26 2017 15:25 jy_9876543210 wrote:On March 26 2017 15:10 JungleTerrain wrote:On March 26 2017 15:02 SCC-Faust wrote:On March 26 2017 14:59 jy_9876543210 wrote:On March 26 2017 14:38 SCC-Faust wrote:On March 26 2017 14:37 jy_9876543210 wrote: Does newly made workers gather mineral/gas automatically? Can you select any number of units? or still 12?
Not interested if these mechanisms doesn't change. Maybe there'll be people saying "that is part of the game, it requires more micro, that's what makes it great." Alright, why don't they change the max number of units you can select to 1? That requires even more micro. GLHF. Stick to simple games that you can manage buddy. Although there were limitations in what you could originally do in Starcraft, it also at the same time speaks to its balance. This would not be the same game if a Zerg player could select all their units at once. Whatever. When I play a strategy game, I don't want action games mixed in it. There are people enjoy repeating the same thing over and over again, but most people are bored by it. Cool dude. I am not knocking what you enjoy but you're preaching to deaf ears if you come and complain in a topic about Brood War because most people here aren't bored by it. People don't realize that the limited user interface is actually part of the balance of the game. Imagine if you could select more than 12 units... do you know how much this would break muta micro? Or any type of air unit stacking. Having like 50 air units stacked, imagine that. I'm pretty aware of it. I've seen it in SC2, too. Zerg used to have auto injection for queen, but people complained that it's too strong, it was removed later. Personally I believe it's a really stupid idea to increase necessary mechanical movements to nerf a race. The game mechanism is one thing, balance is another thing. The "action" requirement of the game should be made minimum, because it's a strategy game after all, not an action game. In an action game, of course you can do that. If a character is too strong, you just make it more difficult to use to balance the game. It's a real-time strategy game. The type of game you seem more interested in are turn-based strategy games, like Civlization You don't see what I'm saying. If newly made workers gather mineral/gas automatically, does it become a turn-based game? If you can select more than 12 units, does it become a turn-based game? 12 unit selection was a Design Decision made way back then not a technical limitation.
So they made it a real-time-Action-strategy game deliberately. Alright then, I thought SC was a RTS game. Apparent I was wrong. Anyways...
User was warned for this post
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On March 26 2017 15:36 Ravness wrote: So basically what happens to SC2? They pretty much dropped the ball, but are they out right just leave it there?
I'm sure Korea will just go straight back to SC1, but the future of SC2 is looking grim, if not sealed its fate.
SC2 have updates lining up. This is just to please BW fans.
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ALLEYCAT BLUES49776 Posts
On March 26 2017 15:40 jy_9876543210 wrote:Show nested quote +On March 26 2017 15:35 BLinD-RawR wrote:On March 26 2017 15:34 jy_9876543210 wrote:On March 26 2017 15:28 rand0MPrecisi0n wrote:On March 26 2017 15:25 jy_9876543210 wrote:On March 26 2017 15:10 JungleTerrain wrote:On March 26 2017 15:02 SCC-Faust wrote:On March 26 2017 14:59 jy_9876543210 wrote:On March 26 2017 14:38 SCC-Faust wrote:On March 26 2017 14:37 jy_9876543210 wrote: Does newly made workers gather mineral/gas automatically? Can you select any number of units? or still 12?
Not interested if these mechanisms doesn't change. Maybe there'll be people saying "that is part of the game, it requires more micro, that's what makes it great." Alright, why don't they change the max number of units you can select to 1? That requires even more micro. GLHF. Stick to simple games that you can manage buddy. Although there were limitations in what you could originally do in Starcraft, it also at the same time speaks to its balance. This would not be the same game if a Zerg player could select all their units at once. Whatever. When I play a strategy game, I don't want action games mixed in it. There are people enjoy repeating the same thing over and over again, but most people are bored by it. Cool dude. I am not knocking what you enjoy but you're preaching to deaf ears if you come and complain in a topic about Brood War because most people here aren't bored by it. People don't realize that the limited user interface is actually part of the balance of the game. Imagine if you could select more than 12 units... do you know how much this would break muta micro? Or any type of air unit stacking. Having like 50 air units stacked, imagine that. I'm pretty aware of it. I've seen it in SC2, too. Zerg used to have auto injection for queen, but people complained that it's too strong, it was removed later. Personally I believe it's a really stupid idea to increase necessary mechanical movements to nerf a race. The game mechanism is one thing, balance is another thing. The "action" requirement of the game should be made minimum, because it's a strategy game after all, not an action game. In an action game, of course you can do that. If a character is too strong, you just make it more difficult to use to balance the game. It's a real-time strategy game. The type of game you seem more interested in are turn-based strategy games, like Civlization You don't see what I'm saying. If newly made workers gather mineral/gas automatically, does it become a turn-based game? If you can select more than 12 units, does it become a turn-based game? 12 unit selection was a Design Decision made way back then not a technical limitation. So they made it a real-time- Action-strategy game deliberately. Alright then, I thought SC was a RTS game. Apparent I was wrong. Anyways...
hmm, ok so you can just change the genre to mean whatever you want it to mean.
cool, alternate facts.
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from battle.net forums:
HD and non-HD users will be able to play with each other.
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CAn you zoom out and in ingame?
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On March 26 2017 15:40 jy_9876543210 wrote:Show nested quote +On March 26 2017 15:35 BLinD-RawR wrote:On March 26 2017 15:34 jy_9876543210 wrote:On March 26 2017 15:28 rand0MPrecisi0n wrote:On March 26 2017 15:25 jy_9876543210 wrote:On March 26 2017 15:10 JungleTerrain wrote:On March 26 2017 15:02 SCC-Faust wrote:On March 26 2017 14:59 jy_9876543210 wrote:On March 26 2017 14:38 SCC-Faust wrote:On March 26 2017 14:37 jy_9876543210 wrote: Does newly made workers gather mineral/gas automatically? Can you select any number of units? or still 12?
Not interested if these mechanisms doesn't change. Maybe there'll be people saying "that is part of the game, it requires more micro, that's what makes it great." Alright, why don't they change the max number of units you can select to 1? That requires even more micro. GLHF. Stick to simple games that you can manage buddy. Although there were limitations in what you could originally do in Starcraft, it also at the same time speaks to its balance. This would not be the same game if a Zerg player could select all their units at once. Whatever. When I play a strategy game, I don't want action games mixed in it. There are people enjoy repeating the same thing over and over again, but most people are bored by it. Cool dude. I am not knocking what you enjoy but you're preaching to deaf ears if you come and complain in a topic about Brood War because most people here aren't bored by it. People don't realize that the limited user interface is actually part of the balance of the game. Imagine if you could select more than 12 units... do you know how much this would break muta micro? Or any type of air unit stacking. Having like 50 air units stacked, imagine that. I'm pretty aware of it. I've seen it in SC2, too. Zerg used to have auto injection for queen, but people complained that it's too strong, it was removed later. Personally I believe it's a really stupid idea to increase necessary mechanical movements to nerf a race. The game mechanism is one thing, balance is another thing. The "action" requirement of the game should be made minimum, because it's a strategy game after all, not an action game. In an action game, of course you can do that. If a character is too strong, you just make it more difficult to use to balance the game. It's a real-time strategy game. The type of game you seem more interested in are turn-based strategy games, like Civlization You don't see what I'm saying. If newly made workers gather mineral/gas automatically, does it become a turn-based game? If you can select more than 12 units, does it become a turn-based game? 12 unit selection was a Design Decision made way back then not a technical limitation. So they made it a real-time- Action-strategy game deliberately. Alright then, I thought SC was a RTS game. Apparent I was wrong. Anyways... Just learned that "real-time-Action-strategy"=="MOBA". It's so inappropriate, BW is much more action focused.
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Sweden33719 Posts
On March 26 2017 15:40 jy_9876543210 wrote:Show nested quote +On March 26 2017 15:35 BLinD-RawR wrote:On March 26 2017 15:34 jy_9876543210 wrote:On March 26 2017 15:28 rand0MPrecisi0n wrote:On March 26 2017 15:25 jy_9876543210 wrote:On March 26 2017 15:10 JungleTerrain wrote:On March 26 2017 15:02 SCC-Faust wrote:On March 26 2017 14:59 jy_9876543210 wrote:On March 26 2017 14:38 SCC-Faust wrote:On March 26 2017 14:37 jy_9876543210 wrote: Does newly made workers gather mineral/gas automatically? Can you select any number of units? or still 12?
Not interested if these mechanisms doesn't change. Maybe there'll be people saying "that is part of the game, it requires more micro, that's what makes it great." Alright, why don't they change the max number of units you can select to 1? That requires even more micro. GLHF. Stick to simple games that you can manage buddy. Although there were limitations in what you could originally do in Starcraft, it also at the same time speaks to its balance. This would not be the same game if a Zerg player could select all their units at once. Whatever. When I play a strategy game, I don't want action games mixed in it. There are people enjoy repeating the same thing over and over again, but most people are bored by it. Cool dude. I am not knocking what you enjoy but you're preaching to deaf ears if you come and complain in a topic about Brood War because most people here aren't bored by it. People don't realize that the limited user interface is actually part of the balance of the game. Imagine if you could select more than 12 units... do you know how much this would break muta micro? Or any type of air unit stacking. Having like 50 air units stacked, imagine that. I'm pretty aware of it. I've seen it in SC2, too. Zerg used to have auto injection for queen, but people complained that it's too strong, it was removed later. Personally I believe it's a really stupid idea to increase necessary mechanical movements to nerf a race. The game mechanism is one thing, balance is another thing. The "action" requirement of the game should be made minimum, because it's a strategy game after all, not an action game. In an action game, of course you can do that. If a character is too strong, you just make it more difficult to use to balance the game. It's a real-time strategy game. The type of game you seem more interested in are turn-based strategy games, like Civlization You don't see what I'm saying. If newly made workers gather mineral/gas automatically, does it become a turn-based game? If you can select more than 12 units, does it become a turn-based game? 12 unit selection was a Design Decision made way back then not a technical limitation. So they made it a real-time- Action-strategy game deliberately. Alright then, I thought SC was a RTS game. Apparent I was wrong. Anyways... User was warned for this post This discussion is not appropriate for this thread. Find somewhere else for it (it's been done many times but it isn't an invalid discussion or anything, just the wrong place).
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keybinding will ruin the proscene
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I'm so hyped :-) Can't believe it's happening.
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